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PinCushionMember Since 31 Aug 2012
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Posted Archon_Wing on 26 February 2013 - 05:06 AM
However, it seems that Anet has decided "The necro has 2 life bars, so they must be terrible at everything else." The class can take hits but the lack of mobility, stability, and just difficulty with stun breaking that hurts them greatly; making them effectively sitting ducks in wvw unless you manage to blend into the zerg. Minion AI is completely useless. The traits are also really silly; ranging from moderately useful to completely useless. Spite is filled with garbage traits-- healing AFTER you kill something? and curses increases... crit and conditions? But conditions don't crit. Oh, and Vampiric Precision... stealing 32 life on crit... really? Reanimator... lol
It's just me maybe, but I feel like most necro goodies just accelerate battles you've already won. Against tough enemies, most do absolutely nothing to help you.
We really have no boons. Our condition spamming is nice and serves as support, but the game hates condition builds because multiple condition builds would hit the 25 stack cap too fast. That's right, we're a support class that can't support large groups. Well, this is true of all condition builds, but condition is one of the few real options we have. It doesn't help that bleed comes from so many sources.
It would be really nice if we had a hard hitting weapon. Dagger is good but is only single target and has a dinky range. After all, blood is power is a very strong skill.
But really, I actaully don't think Necros are that weak. it's more like they're utterly inflexible. Minion builds for example do fine for general overworld pve, but are absolutely useless against anything with aoe damage. True, you're not supposed to be able to handle everything with the same build, but I would say that we get punished pretty damned hard for making mistakes to the point that we are utterly useless and are hard countered by the game itself. In general, when necros fail, they fail hard.
In the end, this profession is troubled for the same reason for any class in many games where there are complaints about... skills don't scale and failure ensures. Minions are the most blatant example.
Posted Kovares on 28 February 2013 - 11:09 AM
Their damage potential is low in every build, they don't get to apply enough bleeds to matter in a condition build (not that condition builds were worthwhile anyway), and their sustained dps is crap. The best dps they get is dagger mainhand in a power build, which is close range and single target, when others get to do comparable damage that cleaves for no cost at all. Their survivability is decent, but the downside of it is that it doesn't do anything for the group, which is one of the major points for guardians. They do bring some good boon control and mediocre condition removal (good on themselves, worse for the group). Beyond that, their utility is almost nonexistant, no reflects, no positioning control, and little cc from chill.
Posted SharadSun on 05 March 2013 - 04:33 AM
I'd actually go so far as to say the Ranger is the best-balanced class in the game because of its ability to provide almost any form of burst, with just enough survivability. The other classes need reworking to fall along a better axis of balance.
I actually posted a Thief revision request not too long ago, on the guildwars2 main forums. Classes need ways of expressing themselves in unique ways. I want to see a VIABLE Warrior Sniper build, a VIABLE thief Crit/Conditions hybrid build, which are clearly things that were designed to exist but have been eliminated from the metagame due to poor class expression.
Posted Amplifier on 29 March 2013 - 03:17 PM
It seems like thanks to the devolution of 'roles' everyone just needs to stack one set of stats.
It really removes a dimension of game-play.
This might be true in PvE but try WvW or sPvP/tPvP with full berserker. Sure there are viable builds with full berserker in PvP too, but they are not used that much.
Posted Alleji on 29 November 2012 - 07:16 PM
Now, on to the conspiracy theory. If you don't feel like reading a wall of text, there's a tl;dr at the bottom.
GW2 is centered around its cash shop, which is not unreasonable, because Anet wants to make money and the cash shop is going to be a significant (if not primary?) source of that. The other one being box sales. Compared to a traditional sell-the-box-and-done games, Anet is committing to keeping up the servers for an indefinite period of time and putting out monthly content updates for free (as opposed to paid DLCs in most other games). So naturally, they'd be interested in players using the cash shop.
Prior to GW2's release I wouldn't bat an eyelash at that. Yeah, sure, if they want to go with a cash shop instead of sub, that's cool. It's cosmetic-only stuff, right? No problem there.
But then I realized just how deeply the presence of the cash shop influences the game design. I'm going to use WoW as a counterpoint here, but people familiar with multiple sub MMOs will find them largely interchangeable.
The basic idea is: Anet wants everyone to stay poor. Because if you don't have enough gold, you can always go to the cash shop and get more. They want you to get more. How did they change the game design to facilitate this?
- Low-scaling rewards. A lvl 10 completing an event will earn about 0.5 silver. A lvl 80 gets 1.5 silver. Compare to a lvl 10 quest in WoW rewarding 3.5 silver and lvl 60 in vanilla about 50 silver (it varied and I can't remember exactly - been a long time). A maxed character in GW2 earns 3x more for doing basic activities than a low lvl character, whereas a maxed character in WoW made 15x more.
- High taxes everywhere. To continue the above example, a waypoint to a nearby place at lvl 10 costs 10 copper. A waypoint at lvl 80 costs 1.5 silver. In other words, a 15x increase, when rewards increase only 1.5x. WoW doesn't have waypoints, but flight paths don't scale with level at all, just with distance (and ones in expansion areas are more expensive, but we're talking no expansions here). Trading post tax is also quite high at 15%, compared to WoW's 5% tax off the profits + variable listing fee, which almost never came close to 10%.
-Lack of a trading function. This very heavily compounds the trading post tax by taking away an option of bypassing it. People would be trading bulk amounts of materials and expensive items such as precursor between themselves, which is less gold taken out of the economy, which is bad for the cash shop.
- Dye drops. There's a thread right now where people are talking about the recently reduced dye drops. Unidentified dyes are fun to open and I can see why people are upset. I'm also upset, but I'll say that it makes sense for dyes to be more rare that they even are currently. Why? Cash shop. Why would anyone buy dyes from cash shop if they're 3 silver on the TP? Anet saw that and patched it up. A sound decision all around, but unfortunately, the simple existence of dyes in the cash shop takes away a tiny bit of fun from the game here: finding and identifying dyes.
- RNG everywhere. I'm not going to go into a detailed explanation here, because I think everyone knows this one. Suffice to say that RNG instead of guaranteed whatever is good for anet because gambling in any form takes the gold out of the economy.
- Inflating prices on the already-expensive crafting components. I first saw this as a simply stupid design decision, but it's actually quite intelligent, if you only look at the bigger picture. Why use piles of t6 crafting materials and ectos to craft the new ascended gear? Well, because those materials are already in demand for creating legendaries! Kill two birds with one stone: create a new gold sink and make the old one bigger by inflating some of the crucial ingredients. Meanwhile, we get a rich orichalcum vein which significantly devalues a semi-rare material that's not really a limiting factor anywhere.
- This is a bit of an anecdotal evidence, but I think ecto salvages have been stealth-nerfed in November's update. Whereas I was not getting ectos from about 20% of the salvages before, now I'm failing to salvage them from over 30% of rares. (I've actually recorded some stats, but the sample size only around 100 rares and it's in no way conclusive because there may be other factors involved, such as the type of item).
EDIT: Apparently lots of people on official forums thought so too, but it's been statistically proved wrong since. I'm still getting terrible results from salvaging rares.
- Worldwide economy instead of server economies. This serves to largely eliminate a "middle class" : a casual trader or a crafter, who would spend some of his time at the trading post for a profit that's well above average, but not sky-high to the point where he can pay his rent by selling gold. In a worldwide economy, only the most dedicated market players can compete and there's no room for crafting because there's 5000 instead of 50 crafters online at any given time willing to undercut each other. As a result, 0.1% of players (Occupy Lion's Arch!) may become absurdly rich and never need to use the gem store in their life, but the 4.9% that would've been moderately rich are instead locked out of the trading game and kept at a controlled level of income that anyone can get from farming Orr or dungeons or whatever. The remaining 95% are unaffected.
- Lastly, the very existence of the cash-to-gold conversion is bugging me. 300g for a Dusk is a huge amount of gold to me. I have about 100g at the moment and I play quite a bit. Probably about 2 hours a weekday on average and much more on a weekend. So it would take me hundreds of hours to get a legendary, which is working as intended. But, I could put down roughly what I make it 2 days at work and buy that Dusk. (Slightly more if you make minimum wage, but for anyone with a job, with the only exception being that 0.1% professional in-game trader, RL-income is higher than game-income.)
I'm not about to do that, because it feels like cheating and I don't think I'd get much satisfaction out of buying my legendary with cash, but the idea that you can do that certainly diminishes the game as a whole for me. Moreover, there are people doing it and they're increasing the cost for everyone else by taking the gold out of the economy.
TL;DR: The cash shop in GW, although not directly selling power, influences the game in a lot of ways. The existence of the cash shop and gold-to-gem exchange makes it Anet's prerogative to keep players poor so they are tempted to buy stuff or gold with cash.
- Rewards don't scale well between low and max lvl characters
- There are high taxes built into the game in form of AH fees, WP fees, and lack of trading function.
- Drop rates get normalized to be in line with cash shop items, not with "fun". Dye nerf is an example of this. Requiring a ton of t6 mats and ectos to craft the new stuff and deter people from their legendaries is another.
- Global market as opposed to a per-server economy eliminates a "middle class", downgrading them to the baseline income/
- Ability to buy the most desired items in the game with cash via gold-to-gem, which just shouldn't be there.
I wish Anet just charged 15$/month for this game and never had this cash shop.
Posted Arxae on 08 November 2012 - 10:40 AM
Dropping wells only to have the fight instantly move 2 steps to the left.
Popping Death Shroud for a buff/nuke or whatever only to have something burst you to death because Death Shroud was on cooldown.
Popping Lich at the wrong time just to get instantly focused to death.
Dumping all your condition generators on someone only to realize they had more cleanses than you thought they did.
Accidentally killing yourself with corruption skills (ok, this is funny).
1. That's an AI issue. Even engi turrets have that problem. They attack mobs that aren't aggroed, or a random target
2. That's not a difficulty of the necro, every class in every game which has trap placing abilities has that.
3. Then you didn't plan ahead. Everyone can have that situation where you use a ability that might save your life a couple of seconds later.
4. So people focusing you makes the necro harder to play? If i use my wrench toolkit and i get focused, does that make the engineer harder to play? Lich hits hard, the enemy knows that as well. So you become a primary target.
5. Misjudging a opponent doesn't make a class harder.
6. It is funny but not necessarily hard. You sacrifice yourself a lot as a necro, but part of playing a necro is keeping your self saccing in check. This is the "hardest" part of your list, and even that is quite easy if you keep an eye on it.
Posted snethss on 19 October 2012 - 11:27 PM
You run all minions. At times you don't run Blood Fiend because the cooldown if you need to heal is terrible.
This is still a great build for leveling and solo grinding. I have a toughness set of gear waiting to be unleashed when Minions are truly fixed. Love it.
I sometimes WvWvW roam with MM and a Mesmer. They dont know what to attack. It's hilarious.
Posted Kylie Minogue on 11 September 2012 - 11:17 AM
Posted kalendraf on 29 September 2012 - 12:33 PM
BTW, if you're looking for a fun ele build in PvE, I recommend trying out one based on Lightning Hammer. I find it to be a lot of fun, and I can often out-damage other melee characters with the Lightning Hammer while it's in effect. Since the hammer replaces you weapon skills, it doesn't really matter which ones you equip. I'm currently running Scepter/Dagger, but a lot of LH-users recommend Staff for a fall-back, especially for big DE events. Here a couple threads on GW2Guru that discuss this build:
http://www.guildwars...-survivability/ - I'm currently using a version very similar to this one.
Posted Aetou on 26 September 2012 - 10:04 PM
There really isn't much flexibility in it, you take all the aura-related traits and then the essential Arcane 10 and that's all your points gone. You can chose which skill you want as the Minor Fire but other than that you need Fire's Embrace, Zephyr's Boon, Elemental Shielding, Signet Mastery and Written in Stone. Healing Signet, 2 other signets ideally in your utilities (for dungeons I normally run Air & Water as targets are already burning constantly and immobilization is less useful than in PVP.) Gear is largely to taste, but I'd suggest getting plenty of Vitality and Toughness to make sure you can take a couple of hits without dying.
Posted M1k3l on 28 September 2012 - 04:15 PM
Posted lmaonade on 16 September 2012 - 11:50 AM
I bind 6-0 to QERFV and dodge to shift, brings everything closer to home
Posted BloatedGuppy on 10 September 2012 - 01:43 PM
GW2 would have experienced the same situation that every other PTP game post-WoW experienced. A huge surge of initial purchases, and a huge fall off of subscribers after the 1-3 month period passed and the sub fee kicked in. The question that needs to be asked is not "does this mean there is a serious problem with GW2", but "is there a serious problem with the sub fee system in today's market".
I'll say it now...people's expectations for these games have gotten absolutely insane. Not over the top...actually insane. We have people putting down their $60, devouring 300+ hours of content, and then bleating about an absence of things to do and poor value. There is a sub class of MMO gamer known as the content locust (previously known as "the achiever"), and no game will EVER be released with sufficient content to sate their bottomless appetites. They reach end game, find they've done 90% of what there was to do, and quit.
The replacement for actual "content" is tread-milling. Run a dungeon? Run it again...in HARD mode! Get your tokens! Incrementally improve your gear! Raid 50 times to unlock the next raid! It's gated content, and it's gated behind a wall of repetition. People don't like this either. They come across it, and say "Same old MMO crap!", and quit.
So the sub fee game bleeds subscribers, no matter what it does. The solution, obviously, is to spend 3 billion dollars developing a state of the art game with no treadmill, content depth to match the 8 year old WoW or 12 year old Everquest and their 20+ expansions, and elegant game design that satisfies everyone at the same time, from the "It's too hard!" casuals to the "It's too casual!" hardcores. Do anything else, and people will quit. And upon seeing people quitting, someone will inevitably storm the internet to make the first "The game is dying OMG" thread, in which sage talking heads will nod gravely and share the anecdotal experience they have of the time a dude they totally know quit the game for reason X, and why this is proof positive that the game now rests upon the scrap heap of history with all the other MMOs (98% of which are still running and turning a profit).
So here's the solution for the OP. Go do something else. There is no writ or law that says once purchased an MMO must be played to the exclusion of everything else until the sun goes out and Cthulu awakens to devour the earth. They don't need you paying a sub fee. Cash shops turn their profit off approximately 5% of the player base. Finished all your goals? Good for you! I hope you had fun. If you're bored, stop playing. If I get bored of a book, I put the book down and go do something else. If I get tired of watching television, I go do something else. If I've had enough of playing hockey, I go do something else. At no point do I ever say "I'm bored of this activity, can I please have an infinite amount of repetition added to it so I can continue doing it even though I am bored?", and neither do any of you, because that would be crazy.
As to you, Xaragoth, while I fully agree that there is always a loud, tribal minority that reacts with vicious defensiveness to any perceived slight against their favorite MMO, "fanboy" is a lazy, stupid word and you sound like a smart enough guy that you shouldn't need to lapse into tired ad hominems to make your argument. The OP isn't offering constructive criticism. The OP is wondering what's to be done now that he's accomplished all his goals and has run out of things to do. And the answer to that question, as always, is to do something else, and that's alright. He's also perpetuating the fantasy that MMO's that aren't running around with 10 million subscribers down their pants have somehow slumped into disaster, and I'm beyond weary of debunking that particular myth. So if people want to light up the OP, they're quite free to do so on logical grounds.
Posted Vsin on 10 September 2012 - 09:03 PM
Y'know what, I'm going to say this in an arrogant and bigoted way: 3D visuals are overrated. The 2D cinematics are designed as an information collage, NOT an active sequence. As such, I consider that part to be a solid design decision, and I see nothing objectively wrong with them.
Also, your "quest" text part is phrased really, really oddly. I'm assuming you mean the personal story dialog segments? Y'know, the parts where you're literally transplanted out of the world in the first place? "Open World Questing" (hearts, DEs) have absolutely no cutscenes, the quest text is optional, and you get farmers running up to you and yelling that bandits are burning their farm. In other words, the places where cutscenes are used is appropriate, and everywhere else they use the "Skyrim way" of expression during gameplay.
Granted, I'm not the biggest fan of super old fashioned "Two Characters One Screen" cutscenes, but oh well.
My best rebuttal is
You do NOT need a segment which goes "Use WASD! Now press 1! Now jump over this obstacle!" And quite frankly, the little popups during gameplay are just fine, so long as you actually bothered paying attention to their neon orange brightness. If people aren't learning, then I'd sooner blame the game for not requiring you to do things (eg: dodging is 100% optional in the 1-15 zones, but not dodging get you killed everywhere else). And if that's the case, then it's something that can be improved, because that would also improve the experience for experienced players.
More video rebuttals!
Basically, the story is there. It's not readily apparent if you just stand there looking at the world, but if you actually bother exploring and searching, there's a fairly solid, overarching plot, interwoven with dynamic events.
I'm going to start off by saying that the GW1 system was broken. Yes, you had tons of customization, and from a casual standpoint it was loads of fun to use all sorts of random skill bars. From a PvP standpoint though, it was basically impossible to balance. So many bloody combinations meant that even if you nerfed one build, another one would pop up and we'd all wonder why we didn't notice it before. Rinse, lather, repeat for 7 years.
However, I actually do agree that the current customization options are weak. Not because of limited options, but rather because the options given do not create a distinct difference. Hurray for Rangers, where all our customization basically boils down to "Which passive bonus do I want?"
Ehhh, preferences are preferences. You say you want there to be a constant gear curve, I say I'd rather not bother with the gear curve. You say that crafting takes forever to level, while I say that it's fun to spend all that time trying to figure out how to piece together recipes. You say enemies hit too hard, and oddly I'm saying that enemies don't hit hard enough (maybe it's because I haven't done EMs yet).